Difference between revisions of "Soldier of Fortune"
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Revision as of 13:47, 18 January 2017
The page details the missions given by the Advanced Military career agent.
The Swap
Blow up some frigates: 1 frigate alone, then 2 frigates after that, then 3 frigates after that. Total of 6 frigates to be destroyed. Easy. Reward: Propulsion Jamming skillbook.
Angel of Mercy
The agent will provide a frigate. (Atron for Gallente, Crucifier for Amarr, Condor for Caldari, Slasher for Minmatar) Assemble it, make it active, strip it (it shouldn't have modules to begin with, but make sure), undock, take it to the mission site, and collide with the pirate base. There are three enemy frigates, but as long as the approach is started immediately, they won't hit you. The base is a Large Collidable Object or Structure. Your frigate will explode, leaving your pod. All enemy frigates will be destroyed in the same explosion.
Tips:
- Do not bring any items in the ship! Your ship will be destroyed.
- There is no need to shoot anything.
- Insure the ship with platinum insurance to get an extra payout.
- The gate is locked to only Tech I frigates, but any cheap frigate will do. Check the market if you want to switch ships. For example, the Bantam is currently cheaper than the Condor.
Your Undivided Attention
The agent provides a Civilian Warp Disruptor. There are no acceleration gates; you are dropped 20 km from the "Fleeing Pirate". Warp Disrupt it then go turn in the mission.
A Friend in Need
The agent provides a Civilian Remote Armor/Shield . No acceleration gates. You're dropped about 9 km off of an NPC called "Damaged Vessel". Use a remote repairer on it and the mission will complete. Reward: Remote Armor Repair Systems skillbook.
The Stand
The acceleration gate admits only Tech I Frigates and Rookie Ships. The Agent provides a frigate with no fittings (Atron for Gallente, Crucifier for Amarr, Merlin for Caldari, Slasher for Minmatar). You may use a rookie ship if you have one handy, but you'll have to fit it with better guns and a shield booster/armor repairer. You are required to destroy at least one enemy ship and then continue fighting until your own ship is destroyed. The agent explicitly warns you in red text not to use an expensive ship.
Upon jumping the gate, there is a single enemy frigate. Destroying it causes 3 Spider Drone II and about a dozen cruisers to spawn; these vessels will use webifiers and EWAR (for Gallente and Caldari, this is sensor dampening). There's really nothing you can do to fight back since you're dampened so much that you can't lock anything. So, just have the local station selected and warp your pod out when your ship is destroyed.
Tips:
- Keep fittings to a minimum. Your ship must be destroyed to complete the mission.
- Get platinum insurance for a bonus payout.
Don't Look Back
Agent provides a Civilian Afterburner. There is one acceleration gate, normal restrictions. Upon warping to the initial gate, you get a transmission, which accurately describes the situation. Jumping the gate drops you 27 km off the Asteroid Station, a Large Collidable Object. You will take 50 damage every 6 seconds until you get to the Asteroid Station. Once you get another transmission from your agent, warp back to your agent.
- Gallente reward: A copy of the Drones skillbook. The Agent warns you upon mission completion that you will need to train the Drones skill to Level 1 to continue.
- Caldari reward: A copy of the Light Missiles skillbook.
- Minmatar reward: A copy of the Small Projectile Turret skillbook.
- Amarr reward: A copy of the Gunnery Small Energy Turret skillbook.
Weapon of Choice
Use the weapon provided by the agent to complete this mission.
- For Gallente: the agent provides 2 Civilian Hobgoblins. There are no acceleration gates; the warp-in point is 9 km from your target. You must use a drone or drones to destroy the target.
- For Caldari: the agent provides a Civilian Standard Missile Launcher, and the tutorial gives 100 Civilian Scourge Light Missiles. There are no acceleration gates; the warp-in point is 9 km from your target. You may use the missiles to destroy the target, but as of March 2015, it was possible to use a Merlin fitted only with hybrid rails, no missiles.
- For Minmatar: the agent provides one Civilian Gatling Autocannon that does not require ammunition. The warp in point is around 100 km from the target.
The Pacifist
Do not shoot anything in this mission.
The acceleration gate has normal restrictions. The mission talks about fleets and fleet commanders, though you won't actually be in a real fleet as far as the game engine is concerned. Starting at initial warp-in, an NPC will give you orders by pop-ups that appear in the middle of your screen. Read the first one carefully before you jump the acceleration gate. Again, do not shoot anything.
What you're expected to do is jump the gate, then hold position until you get the CONCORD pop-up ordering you rescue the hostages. Once you get that order, fly to the Prison Facility, get within 2500 meters, open it up, and loot the hostages. Then warp out of the immediate vicinity and bring the hostages back to your agent.
Glue
Do not shoot anything in this mission.
The Agent will provide a Civilian Stasis Webifier. There is no acceleration gate; warp to the mission location. You will land 32 km from a Pirate Leader, get within webifier range, and webify the target, but do not shoot it. Close the pop-up from the Pirate Leader and maintain the web until you get a pop-up from CONCORD saying that they'll take it from there. The Pirate Leader's ship will then turn into a wreck. Warp back to your agent.
Reward: One copy of the Destroyers skillbook for the race of the agent.
The Exam
You will be shooting ships in this mission.
The Agent provides a Tech 1 Destroyer (of the same race as the agent). There are no acceleration gates. No hostiles are immediately visible upon warp-in, though a pop-up appears informing you that the hostiles are getting into their ships. The Terrorist Leader and two Mercenary Trainees spawn about 25 km away; they are all frigates. You are required to destroy the leader; you may destroy the wingmen at your discretion, but this is not required.
The Terrorist Leader will webify and warp scramble you at 10 kilometers or less. The Mercenary Trainees do not webify or scramble.
See also
- Tutorial and Career Agents in EVE
- The Blood-Stained Stars - Sisters of Eve epic arc